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  3 perceived bugs/prog chg recommendations

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Author Topic:   3 perceived bugs/prog chg recommendations
trogwolf posted 03-23-99 02:30 AM ET   Click Here to See the Profile for trogwolf   Click Here to Email trogwolf  
1) AI's in combat: defender can disengage. Human player does not appear to have that option.
2) when sending an airborne unit to a destination that has one of its bases in the same path: the nearer base sucks in the airborne unit, wasting a turn.
3) why must an airborne unit move one space at a time around other units in its path? this happens unless the unit in its path is your own or a pact brother. this would make sense if the units it is passing had the option to fire at it as it passes, but they don't. so it seems to be an unnecessary time-waster.
JaimeWolf posted 03-23-99 06:29 PM ET     Click Here to See the Profile for JaimeWolf    
1) Disengage is an not an option - it always happens when a faster defender that didn't attack in its last turn and is not defending a base takes 50% damage - it can run away unless the attacker has ECM.
2) Yup ... many complaints about this one. I figure the planes should stop, but not absorb the rest of their movement.
3) This occurs because of a preferences setting which has your units stop whenever they encounter a unit of a non-pact faction. You can turn off the option to stop for different types of troops (so planes only stop for planes, land units only stop for land units, and sea units only stop for sea units.

James

trogwolf posted 03-25-99 01:52 PM ET     Click Here to See the Profile for trogwolf  Click Here to Email trogwolf     
thanks james

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